Files
Paradise/code/game/objects/objs.dm
johnsonmt88@gmail.com d4dc5ae070 Moved var/force from /obj/item to /obj so that everything gets it, including structures and machines that get tossed around using Telekenesis. The default force is still 0. This should finally put a stop to a large number of runtimes.
Runtime fix for being hit by something without there being a usr. This was most likely due to explosions or possibly mass drivers.

Runtime fix for simple animals using department channels. Only parrots can use them now as they are the only simple animal with the 'ears' variable.

Runtime fix for the mech's energy relay process() when there is no battery in the mech.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5405 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-27 02:08:41 +00:00

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/obj
//var/datum/module/mod //not used
var/m_amt = 0 // metal
var/g_amt = 0 // glass
var/w_amt = 0 // waster amounts
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/reliability = 100 //Used by SOME devices to determine how reliable they are.
var/crit_fail = 0
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
animate_movement = 2
var/throwforce = 1
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
var/force = 0
/obj/proc/process()
processing_objects.Remove(src)
return 0
/obj/assume_air(datum/air_group/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
return remove_air(breath_request)
else
return null
/atom/movable/proc/initialize()
return
/obj/proc/updateUsrDialog()
if(in_use)
var/is_in_use = 0
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = 1
src.attack_hand(M)
if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = 1
src.attack_ai(usr)
// check for TK users
if (istype(usr, /mob/living/carbon/human))
if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
if(!(usr in nearby))
if(usr.client && usr.machine==src)
is_in_use = 1
src.attack_hand(usr)
in_use = is_in_use
/obj/proc/updateDialog()
// Check that people are actually using the machine. If not, don't update anymore.
if(in_use)
var/list/nearby = viewers(1, src)
var/is_in_use = 0
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = 1
src.interact(M)
var/ai_in_use = AutoUpdateAI(src)
if(!ai_in_use && !is_in_use)
in_use = 0
/obj/proc/interact(mob/user)
return
/obj/proc/update_icon()
return
/mob/proc/unset_machine()
src.machine = null
/mob/proc/set_machine(var/obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.in_use = 1
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/alter_health()
return 1
/obj/proc/hide(h)
return
/obj/proc/hear_talk(mob/M as mob, text)
/*
var/mob/mo = locate(/mob) in src
if(mo)
var/rendered = "<span class='game say'><span class='name'>[M.name]: </span> <span class='message'>[text]</span></span>"
mo.show_message(rendered, 2)
*/
return